Forum posts

Posted 21 years ago2003-11-07 18:27:26 UTC
in Trekkies Post #4200
:lol: hehe
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 18:27:23 UTC
in Booleans? Post #4199
Halflife has VERY limited boolean logic, usually ON or OFF. Don't expect any proper programming if/then/else logic as halflife (and hl2's from what I know) entity system wasn't designed to do anything.
Posted 21 years ago2003-11-07 16:46:23 UTC
in Trekkies Post #4198
ats simple ! just hold a cordless phone in 1 hand and strangle with the other!
Posted 21 years ago2003-11-07 16:44:56 UTC
in how do i make enemies? Post #4197
Posted 21 years ago2003-11-07 16:43:37 UTC
in Speech for Scientists and Barney Post #4196
Oh, sure; I look forward to it. Any idea when? Start a thread on the Maps 'n' Mods thread, or e-mail me at seventhmonkey0@icqmail.com

Clicky (test)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 16:43:17 UTC
in New map Post #4195
never! NEVER! NEEEEEEEVEEEEEEEEEEEEEEEEEEEEEEEEEEEE ah, why not.
Posted 21 years ago2003-11-07 16:40:32 UTC
in half life quitting Post #4194
:nuts: try posting it in the Problem Maps.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 16:39:57 UTC
in Booleans? Post #4193
PLEASE DON'T SPAM, PEOPLE!

Boolean logic is things like AND, OR, XOR, NOR, etc; kinda like for search engines. I believe it originated in basic electronic logic?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 16:39:20 UTC
in Site Problem Post #4192
its cso atoms and the rest of twhl r actually communists and r plotting 2 kill the president but have seen the future and found you are to save him. bit like terminator really.
Posted 21 years ago2003-11-07 16:35:25 UTC
in Booleans? Post #4191
boolean. is this sum sort of made up word like "supercalifragalisticexpialidochious" or "peace"?
Posted 21 years ago2003-11-07 16:33:05 UTC
in half life quitting Post #4190
i tested it b4 i put in the elevator and it worked fine. laso i fixed ALL the leaks.
Posted 21 years ago2003-11-07 16:30:06 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #4189
hey1 IM the 1 who says "scum"!
Posted 21 years ago2003-11-07 16:29:07 UTC
in how do i make enemies? Post #4188
spirit. download it from someplace or other...yeah, it shouldve been i link but i cant b bothered. just make the entity and set behaviour to human military. or military, whichevers there. sry cant b more helpful bit i really cant b bothered right now...
Posted 21 years ago2003-11-07 15:26:33 UTC
in how do i make enemies? Post #4187
What? What do you want me for?
Posted 21 years ago2003-11-07 14:56:49 UTC
in Completely OFF TOPIC!!! (Music). Post #4186
I don't like Europe, it's not my kind of music..but the final countdown is a classic :)
One of the support bands (Norther) at the DB concert played it (with Growl), that was pretty cool :)
Posted 21 years ago2003-11-07 14:29:23 UTC
in how do i make weapons? Post #4185
You're going to have to recompile the dlls, After rewiting the cpps, well... HAVE FUN!!! :cool:
Posted 21 years ago2003-11-07 11:16:20 UTC
in Some map help needed Post #4181
Uploaded an example of all the things you asked for in the Map Vault. All you have to do is click download just above my comment. I loaded it up before you mentioned the Fade bit and txt, so tuff. maybe someone else can look at that, a second pair of eyes is always a good thing.
Posted 21 years ago2003-11-07 10:32:21 UTC
in Speech for Scientists and Barney Post #4180
Seventh, remember I am making a mini mod and needed a custom splash screen for it?.. Well, it?s that, was in some forum post :P.
Anthony, check out these maps and if you need more help ask and I?ll do that map I told you :D.
Posted 21 years ago2003-11-07 10:02:21 UTC
in GOOD NEWS!!!!!!!!!!!!!!!!!!!!!!!! Post #4179
:)
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 21 years ago2003-11-07 10:00:51 UTC
in Booleans? Post #4178
I have no idea; think that works fine, pretty sure I've done it myself before. Not positive, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 09:59:37 UTC
in A question Post #4177
lol thw clicky strikes back :D
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 21 years ago2003-11-07 09:58:02 UTC
in A question Post #4176
Posted 21 years ago2003-11-07 09:56:01 UTC
in Speech for Scientists and Barney Post #4175
tyvm :cool:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 09:08:24 UTC
in A question Post #4174
How do i turn a glass texture clear like window glass?
Its probably somthing simple that i've mist but how well.
Posted 21 years ago2003-11-07 08:21:27 UTC
in Some map help needed Post #4173
Alright!! It works perfectly! Thankyou!!
BTW, is there any way to get the level to fade to black, display text (of my own choice) and then come back into the same level? Sorta like pausing the game
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 08:17:21 UTC
in Teleports? Post #4172
Meaning... not triggered or switched on/off somehow, but always ready to teleport whenever you walk through them.
Posted 21 years ago2003-11-07 07:23:25 UTC
in Some map help needed Post #4171
How do u make the button a multimanager? And please don't direct me to the tutorial!
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 07:14:19 UTC
in Some map help needed Post #4170
Hey thanks! Really! It sounds very simple now! Thankyou! (And im not being sarcastic!). Check out my map please. Don't expect briliance though ;)
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 07:07:07 UTC
in Some map help needed Post #4169
Make the button trigger a multimanager, which in turn triggers the env_explosion (multiple) and env_sound (although i spose you could try an ambient_generic), and func_breakable (glass tubes). Also have it target a monster_maker to spawn your monsters. Make sure your explosion doesn't kill all your scientists..

And reading the readme normally works. ;)
Posted 21 years ago2003-11-07 07:01:50 UTC
in Some map help needed Post #4168
OK its on there now, perhaps if I actually read what to do....oh well :P
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 06:58:12 UTC
in screenshot Post #4167
Sorry Vassy,
I didn't read all your answer...
Does this mean that Black Cat will now add screenies to his Vault maps? Yeah... Great.
Posted 21 years ago2003-11-07 06:56:40 UTC
in screenshot Post #4166
In game F5 as Vassy say's. You will find the picture in your game directory.
Or you can try the PrtScr/Sys Req key and then open your paint program and paste....
Posted 21 years ago2003-11-07 06:55:02 UTC
in Edit existing maps. Post #4165
Point taken Zombie,
But if you EDIT an Existing map as the forum post suggests then it is basically stealing.
Posted 21 years ago2003-11-07 06:45:44 UTC
in Some map help needed Post #4163
OK then all you guys have been a great help (and this site rocks!) but Im afraid I need some more help. (Keep in mind that this is my first mapping expereince and that its for school). Now for a start, what files are needed in order to post a map on this site? Please take a look when I do. Now for the problem. In the 'lab' after going down the elevator, theres a bunch of scinetists around and glass tubes (this room is unfinished). Now I want it so that when you go up the stairs to a computer and press the button, an explosion will sound, the level will change slightly and the glass tubes will explode and the monsters emerge and eat the scietists (sound familiar??). How would I go about achieveing this? Please make the respnse as simple as possible, but if you can't don't worry. Thankyou!! :)
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 06:17:46 UTC
in Booleans? Post #4159
Hi there!

I used to do some mapping a few years back and forgot a lot of it now. Maybe you can help me out.
Do I need entities with boolean (trigger on/off)-properties to act on a multisource? Like buttons etc... What if I want to use a trigger_multiple or a func_breakable to change the state of a multisource? Is there any boolean variables I can switch on and off with such an event, that can work as a master for a locked door or a multisource? I thought trigger_relay would work for this but it doesnt... How do I do it? :

Right now I want to shoot a lock to UNLOCK a door (not just open it - I did that).... Whattayasay?
Posted 21 years ago2003-11-07 05:50:22 UTC
in Speech for Scientists and Barney Post #4158
That was my comment :P
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 04:26:35 UTC
in Speech for Scientists and Barney Post #4155
Try my maps in the Example Maps section of the 'Vault: "Scripting" and "Cameras and Sentences". Maybe try Completed Maps/Cause of Death.

Marlborometal: Splash screen??
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-07 03:26:39 UTC
in Speech for Scientists and Barney Post #4154
Ok please send me the example map
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 03:25:00 UTC
in Speech for Scientists and Barney Post #4153
OK how bout different actions? Like the CPR one for the scientists
Hammer 3.5 has the animation thing built in but it doesn't seem to run with the level
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 03:23:11 UTC
in Speech for Scientists and Barney Post #4152
Thanks for that
:D
AJ AJGlorious Overlord
Posted 21 years ago2003-11-07 01:30:08 UTC
in First elevator gave me a problem... Post #4151
Figured out the problem...
SlayerA had reason but there was another problem. I made the elevator shaft (the hole, you know) too deep and seems light has its limits so here?s a piece of advice for novice mappers (like me):
"Don?t make things too high or too deep. You?ll regret".
And that?s all.
Posted 21 years ago2003-11-07 00:12:07 UTC
in First elevator gave me a problem... Post #4150
Hmm... I?ll try that... A shaft is the "Hole" the elevator goes through, right? (you know, I?m not english). I try that... By the way, I think that scientist dance less when the elevator moves slower and tend to be hurt when the elevator moves fast (at least in narrow elevators!)... It?s funny that Valve left the dancing scientist there though I don?t remember any elevator you use with a scientist inside :).
You?re helping me much SlayerA, thanks a lot!!!!!.
Posted 21 years ago2003-11-07 00:11:38 UTC
in Teleports? Post #4149
always on?
Posted 21 years ago2003-11-06 23:12:13 UTC
in First elevator gave me a problem... Post #4148
Monster entities determine their lighting from the floor below them. However this isn't completely accurate. They determine their lighting from the first WORLD brush below them. Func_ entities won't give light to monster entities. So your elevator is lit, but your scientist is not lit because the floor UNDER the elevator is not lit. The solution for your situation is to put a light in the elevator shaft. As for the dancing scientist, I haven't found a solution for that. :P
Posted 21 years ago2003-11-06 20:44:22 UTC
in how do i make weapons? Post #4147
Read - The - SDK
Posted 21 years ago2003-11-06 20:36:46 UTC
in First elevator gave me a problem... Post #4146
It?s my first attempt to do an elevator with its doors, buttons and so on... Well, though I?ll not make the doors move with the elevator it?s cool anyway.
Here?s my problem:
I managed to lit the elevator (func_train) itself properly but miserably failed to make the mosnters inside it lit!. I?ll explain that: the player has to get inside the elevator with a scientist and when he gots there the scientist looks completely dark, as if there was no light there.
I put a light entity in the place where it should be, but doesn?t work. Can you please tell me what I?ve done wrong?.
Oh, and my scientific dances inside the elevator, guess I made it move too quick.
Thanks.
Posted 21 years ago2003-11-06 19:33:02 UTC
in IMPORTANT! Post #4145
Then... Offer us to code for us :P. Many of us would need it :D.
Posted 21 years ago2003-11-06 19:31:59 UTC
in Speech for Scientists and Barney Post #4144
By the way Seventh, I?ll ask you for that Splash screen... Stay online ;).
Posted 21 years ago2003-11-06 19:31:24 UTC
in Speech for Scientists and Barney Post #4143
Let?s be kind with others as others are kind with me.
Posted 21 years ago2003-11-06 19:29:00 UTC
in Teleports? Post #4142
Did you name your info_teleport_destinations using the target names you mentioned? Or pehaps they are too close to the trigger_teleport brushes. BTW, the trigger_teleport brushes don't need to be named if they are always on.